private void CreateEventHandlers() { // Create a new scene system to handle the events. this.SceneSystem = new SceneSystem(); // For mouse related events, just pass off the coords to the scene system. this.DrawingSurface.MouseButtonPressed += (sender, e) => { this.SceneSystem.MouseDown(e.Button.ToString().ToLower(), e.X, e.Y); }; this.DrawingSurface.MouseButtonReleased += (sender, e) => { this.SceneSystem.MouseUp(e.Button.ToString().ToLower(), e.X, e.Y); }; this.DrawingSurface.MouseMoved += (sender, e) => { this.SceneSystem.MouseMove(e.X, e.Y); }; // For key related events, pass off the filtered keyname to the scene system. this.DrawingSurface.KeyPressed += (sender, e) => { this.SceneSystem.KeyDown(this.FilterKey(e)); }; // When the close button is pressed, set the game flag to 'closing' so // the application can begin to close. this.DrawingSurface.Closed += (sender, e) => { TowerDefense.SetGameFlag(GameFlag.Closing); }; }
public override void Update(GameTime gameTime) { base.Update(gameTime); if (InputManager.Instance.KeyPressed(Keys.Space)) { TowerDefense.ExitGame(); } if (InputManager.Instance.KeyPressed(Keys.F10)) { ScreenManager.Instance.ChangeScreens(ScreenType.Victory); } }
public static void OnExitClick() { TowerDefense.ExitGame(); }